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2012-07-17, 10:08 AM | [Ignore Me] #1 | ||
Contributor General
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So what is the incentive to use them, compared to PS1?
Yes, I know they wil be a spawn point, although a highly visible one. But consider that +1 for the gal-drop side. On the negative: In PS1, when certs were scarce not everyone had a fast transport certed. In PS1, if you piloted an aircraft you had to wear light armoum whereas a gal drop would contain maxes + Full Rexo attack troops. Even in PS1 and especially recently gal drops often get slaughtered. In ps2: any troop excluding maxes can fly aircraft everyone has access to the cert wouldn't a mossie swarm be more effective? (bailers could either be Light Assault or equip ejection seats) But, the devs want to encourage gal drops as people enjoy them, it seems to me other than prviding visuals to Ride of the Valkeries there is little reason to do it. Perhaps I've missed something. |
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2012-07-17, 10:10 AM | [Ignore Me] #2 | |||
Corporal
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Unless everyone is certed for the drop pod mechanic, then your heavy assaults will die from a mossie drop. |
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2012-07-17, 10:22 AM | [Ignore Me] #3 | ||
Private
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Reasons not to use Mossie/Reaver/Scythe Swarms
-Aircraft costs resources, and you just blew it up -Cool down timers are fairly long, 20m or so. So I hope you don't need to drop for a while again. -I thought bailing with the "hotdrop" was an implant not an upgrade, if so this is taking the place of another implant. Alternatively you can be light assault, but then you don't have medics/engineers/HA -You will never have MAXes -If you fail you are spawning all the way back where you started, the Galaxy can land to allow you to spawn and try again, or spawn closer and go in on foot. I'm sure we may see the swarms, but I think Gal drops will be more popular. |
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2012-07-17, 10:24 AM | [Ignore Me] #4 | ||
Sergeant
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In PS2 it looks like gal drops are still in and viable. It might even be better. Whereas in PS1 you had to bring an AMS in a lodestar, here you can do your drop and then land the galaxy to make it a spawn point.
Edit: matt beat me to the best reason. Last edited by Deadeye; 2012-07-17 at 10:26 AM. |
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2012-07-17, 10:35 AM | [Ignore Me] #7 | ||
Gals can take Max's as said above. Also gals will have weapons on so can give support and also if a few stay in the weapon position could stay near the drop zones and give support.
More reasons can be given but at work on my phone Basically it's all tactics
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2012-07-17, 10:52 AM | [Ignore Me] #8 | |||
Captain
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Also, Gal drops just look bad ass!!! I can't wait to see 9 gals drop 3 platoons on a base, it will be epic!!! |
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2012-07-17, 10:58 AM | [Ignore Me] #9 | |||
Contributor General
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And we've seen how exposed the capture points are, a bunch of mossie droppers (sic) could easily take and hold perhaps just as easily as a gal drop, park the gal somewhere away then run back if you die type thing. We have *not* seen what it takes to take ownership of in-base spawns yet. My understanding is that you don't need to capture the entire base. Last edited by ringring; 2012-07-17 at 11:11 AM. |
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2012-07-17, 11:26 AM | [Ignore Me] #10 | ||
Master Sergeant
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I agree that it's not overly obvious what the benefit of a gal is going to be. In PS1, it was very important to get everybody to drop at the same time to get everyone indoors and minimize the amount of time that the squad would be out in the open. When you do multiple mossie drops, no matter how organized, people are going to be spread out and someone's probably going to be lagging behind and dying.
Maxes were important to have as well because you had to fight to the CC/gen and you needed some firepower/armor to work your way in there. With the capture points as open and defenseless as they are, I don't know how important the Max is for a hotdrop. We seriously haven't seen one iota of capture point defense at all yet; people get the capture and then leave and the point gets recaptured by someone else 10 seconds later. Maybe the Max will be an important capture point defense buster. I am also skeptical of the Gal as spawn point. Can the Gal land somewhere in a hot zone and not get blown up in 2 seconds? This has been covered a billion times already and we're just going to have to wait to see how it it's implemented. |
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2012-07-17, 11:05 AM | [Ignore Me] #11 | ||
Lieutenant Colonel
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With all they have done to make sure no ones feelings are hurt in Planetside 2. ( No failure )
What in the world makes you people think running out of resources is something that can even happen to an individual? |
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2012-07-17, 11:14 AM | [Ignore Me] #12 | |||
Sergeant Major
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I fear that resource cost won't be a problem for the bailer types. |
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